Metaverse
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Metaverse: hopes, promises and unknowns

“If the metaverse were a real revolution, it would already have happened!” 

with Raphaël Granier de Cassagnac, CNRS researcher in particle physics, holder of the "Science and Video Games" chair at École Polytechnique (IP Paris), and writer and Clément Merville, Computer scientist and President of Manzalab
On February 7th, 2023 |
4 min reading time
Raphaël Granier de Cassagnac
Raphaël Granier de Cassagnac
CNRS researcher in particle physics, holder of the "Science and Video Games" chair at École Polytechnique (IP Paris), and writer
Clément Merville
Clément Merville
Computer scientist and President of Manzalab
Key takeaways
  • Metaverses have been around for many years in the entertainment sector, and particularly in the world of video games.
  • Virtual reality headsets are by no means necessary for the accessibility of the metaverse.
  • To maximise the feeling of presence in the metaverse, one can rely on the impression of self-presence, spatial presence and the presence of others.
  • Companies use metaverses on a daily basis, such as Manzalab's Teemew solution, which allows virtual events to be animated in 2D.
  • This type of metaverse, which uses less energy than physical events could help produce ten times less greenhouse gases in the years to come.

Recent sta­te­ments by Ame­ri­can Phil Spen­cer, head of Micro­soft’s video game divi­sion, have rai­sed many ques­tions, well beyond the circle of gamers. In an inter­view with the Wall Street Jour­nal, he sta­ted blunt­ly that a meta­verse was nothing more than “a poor­ly construc­ted video game. Ope­ra­ting in a meta­verse that looks like a living room is real­ly not how I want to spend my time,” he said. Howe­ver, he added that this tech­no­lo­gy was still in its infan­cy, and that it would all “evolve”. Are these asser­tions to be read as a per­emp­to­ry posi­tion or as an affir­ma­tion of an unk­nown reality ?

Video games are already metaverses

Since its birth in the research labo­ra­to­ries of the 1950s and 1960s, the video game has been a fai­th­ful ambas­sa­dor of new tech­no­lo­gies. Even today, it is still the ideal way of brin­ging cer­tain inno­va­tions to the gene­ral public. From the com­pu­ter revo­lu­tion to vir­tual rea­li­ty, the video game is a born evan­ge­list, as Raphaël Gra­nier de Cas­sa­gnac, wri­ter, resear­cher at the CNRS in par­ticle phy­sics and direc­tor of the “Science and Video Games” chair sup­por­ted by École Poly­tech­nique (IP Paris) and Ubi­soft, points out.

In fact, Phil Spen­cer makes an obser­va­tion that is well known to gamers. Meta­verses have been around for many years in the enter­tain­ment indus­try. In 1993, Steve Jack­son Games laun­ched a mas­si­ve­ly mul­ti­player game, or MMO, cal­led The Meta­verse. Today, ava­tars of League of Legends, Roblox or World of War­craft roam vir­tual worlds, mee­ting, chat­ting, tra­ding, and having great adventures. 

The video game is the ideal way to bring cer­tain inno­va­tions to the gene­ral public.

By esta­bli­shing remote inter­ac­tions in a vir­tual world thanks to unpre­ce­den­ted means of com­mu­ni­ca­tion, the emer­gence of social com­mu­ni­ties has not only heral­ded Face­book and Twit­ter, but also the meta­verse in a play­ful and popu­lar way. This is the mea­ning of Phil Spen­cer’s words. But the limit of such a dis­course lies in the very cha­rac­te­ri­sa­tion of the meta­verse, which goes far beyond its exclu­si­ve­ly play­ful use. 

A metaverse open to all…

With the reclas­si­fi­ca­tion of Face­book as a Meta, many people have taken Mark Zucker­berg’s defi­ni­tion for gran­ted, i.e. a vir­tual space that anyone can visit using vir­tual rea­li­ty head­sets and control­lers. The meta­verse is infi­ni­te­ly more acces­sible. If it is indeed a per­sistent vir­tual uni­verse, per­ma­nent­ly open, where each indi­vi­dual can go via his or her ava­tar to be in the com­pa­ny of other people who are them­selves dis­tant from each other, vir­tual rea­li­ty head­sets are not at all necessary.

Clé­ment Mer­ville, pre­sident of the com­pa­ny Man­za­lab, relies on cog­ni­tive science to maxi­mise the fee­ling of pre­sence. This impres­sion is based on three pillars. The first is “the impres­sion of pre­sence of one­self in this uni­verse”, he says. The more the ava­tar resembles its owner, the more easi­ly an indi­vi­dual can become incar­na­ted in this vir­tual world. The second pillar of the meta­verse “is the fee­ling of spa­tial pre­sence, i.e. of the envi­ron­ment in which the ava­tar is loca­ted”. What cog­ni­tive science recom­mends is that it should be rea­lis­tic, as cre­dible as pos­sible. The ava­tars’ atten­tion must not be diver­ted by a dis­so­nant environment. 

Final­ly, the third and last pillar is to take into account the pre­sence of others, the fee­ling of com­mu­ni­ty, and it is based on the means of com­mu­ni­ca­tion made avai­lable to the par­ti­ci­pants. While for Clé­ment Mer­ville, we will never be able to achieve the inten­si­ty of the fee­ling of pre­sence in the real world, the meta­verse can come close by making com­mu­ni­ca­tion as natu­ral as pos­sible and by redis­co­ve­ring the sense of infor­ma­li­ty that it is impe­ra­tive to recreate, those moments of impromp­tu exchange that are the cement of social life. 

Zuckerberg does not have a monopoly on the metaverse

This cog­ni­tive struc­tu­ring is a far cry from Mark Zucker­berg’s vision, where the audience, adver­ti­sing, NFTs and video games take pre­ce­dence. And for good rea­son. Before being a film by direc­tor Ste­ven Spiel­berg, Rea­dy Player One was an anti­ci­pa­tion novel by Ernest Cline. A few months before publi­shing his book, the author wan­ted to com­pare his vision of the meta­verse with that of the Cali­for­nian start-up world. He went to meet Mark Zucker­berg on the one hand, and Pal­mer Luckey on the other, the young crea­tor of the com­pa­ny Ocu­lus, which had just brought vir­tual rea­li­ty head­set tech­no­lo­gy up to date with the com­pu­ting power of the moment. 

Ernest Cline adjus­ted the cha­rac­te­ris­tics of the meta­verse des­cri­bed in his novel after these two mee­tings. A few years later, Face­book bought the com­pa­ny Ocu­lus for two bil­lion dol­lars. The plan to create a play­ful and lucra­tive meta­verse had alrea­dy exis­ted for a long time at the head of the Ame­ri­can com­pa­ny. But the Oasis of the book and film Rea­dy Player One is far from being within our reach. In addi­tion to the sight and hea­ring cove­red by the head­sets, this type of meta­verse would need to speak to our other senses as well, espe­cial­ly with touch – not to men­tion the impres­sion of move­ment, which remains a major tech­ni­cal obs­tacle. Should we choose to stay on our screens, as Phil Spen­cer points out ? 

The meta­verse could help pro­duce ten times less green­house gases in the years to come.

No, because ano­ther future is alrea­dy here. Com­pa­nies use meta­verses on a dai­ly basis, such as Man­za­lab’s Tee­mew solu­tion or Gather­Town’s, which allows vir­tual events to be ani­ma­ted on a cus­to­mi­sable 2D map. This type of meta­verse, which uses less ener­gy, could help pro­duce ten times less green­house gases in the years to come. Indeed, all the images nee­ded to create the envi­ron­ments in this type of meta­verse can be cal­cu­la­ted local­ly, direct­ly on the user’s machine. The only infor­ma­tion that would pass through the net­work, the heart of the pro­duc­tion of green­house gas emis­sions, would then be mini­mi­sed. This would give this emer­ging meta­verse other dreams than adver­ti­sing or NFTs.

Jean Zeid

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